Sunday, May 27, 2007

Chariot Lords


Been a few weeks since I last posted. I haven't gamed the past two weeks, but 3 weeks ago, 4 of us in our group sat down and played a good old fashioned board game! The game was Chariot Lords. I have never played the game before, but one of our members had in the past and recently bought the game. I don't remember all of the nations each player could have, but I did know the Assyrians well, and I was lucky enough to have them in the game. Below is a description of the game I got off the net. I figured it would be better this way, than trying to explain it all. One thing I can explain is that the game has assigned victory conditions for each particular group. The victory conditions are in the way of points for completing assigned tasks/victory conditions. We did not complete the game that night, however, we did write down the locations of each players units and victory points so we can continue playing it at another time. I found it enjoyable and real easy to learn and am looking forward to finishing the game.




Between 1500 and 600 BC, Asia Minor and the Mediterranean witnessed the rise and fall of several mighty empires. Often the birth of one empire precipitated the death of another. How could a small people like the Judeans establish an empire when located between such giants as Egypt and Assyria? Why did some Empires endure for centuries while others lasted only a few generations? Chariot Lords shows you the how and why.
Each Lord controls between 5 and 6 nations, some strong, others weak, each with varying goals and objectives - indeed some of these countries may not even exist at the same time. Players compete against one another to achieve the victory criteria for their empires. Nations quickly become rivals, involving them in death struggles over expansion. Each turn (90 years) will see new countries come to the fore, while established empires struggle to levy reinforcements and arrange alliances. A fine line must be walked between conserving one's forces and expanding one's empire. Too much expansion will see your resources spread thin and possibly swept away by a new emerging empire, but not enough aggression will see your empire fail to garner sufficient victory points to win.
Armies are of a mix of foot and mounted units, along with the occasional leader of note. It is not enough to conquer -- you must be able to keep what you have taken. The winner will be the one who has the most victory points after all the armies have had their moment on the stage. It is up to you to determine whether your empire will be relegated to the dustbin of history, or whether others will hail you as...The Chariot Lord.

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